/Engine/Plugins/Editor/DataValidation/Source/DataValidation/Public/EditorValidatorSubsystem.h
UEditorValidatorSubsystemmanages all the asset validation in the engine. The first validation handled isUObject::IsDataValidand its overridden functions. Those validations require custom classes and are most suited to project-specific classes. The next validation set is of all registered UEditorValidationBases. These validators have a function to determine if they can validate a given asset, and if they are currently enabled. They are good candidates for validating engine classes or very specific project logic.
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Config=Editor) class UEditorValidatorSubsystem : public [UEditorSubsystem](API\Editor\EditorSubsystem\UEditorSubsystem)
bool
bAllowBlueprintValidators
Specifies whether or not to allow Blueprint validators
bool
bValidateAssetsWhileSavingForCook
Specifies whether or not to validate assets on save when saving for a cook
bool
bValidateOnSave
Whether it should validate assets on save inside the editor
TArray<FDirect...
ExcludedDirectories
Directories to ignore for data validation. Useful for test assets
TArray<FName>
SavedPackagesToValidate
List of saved package names to validate next frame
TMap<FString, ...
Validators